====================== NEW ITEMS AND VEHICLES ====================== ===== ITEMS ===== DOG FOOD $1 A can of meat dog food, partially rotten. It contains insects and questionable pieces of meat. The label has been worn off, and the can is brown with rust. It does, however, provide nourishment. Woof! WT: 1 CIGAR $15 A fine prewar cigar, perfect for mobsters or gang bosses. Rolled from real plant matter. Smoking these makes you lose 2 points of Charisma for ten minutes. DEVIL GRASS $15 You have to smoke this devil grass in times of special trance to safely enter the world of spirits. You will also be able to see the weak points of your enemies. Smoking devil grass gives you +1% critical chance for 1 hour and +1 radiation level, and is not addictive. WT: 0 CIGARETTE PACK $15 A pack of the prewar cigarettes “LMD.” Do you like to shake off the ash onto fresh corpses? Smoking these makes you lose 1 point of Charisma for ten minutes. WT: 0 LOADED DICE $20 Someone has gone to the effort to load these dice, allowing them to roll favorable results in unfavorable situations. These dice add +5 to Luck and +20% to Gambling for the purposes of dice games, although anyone else involved in the game is entitled to a Gambling roll to detect the cheater. WT: 0 MUSHROOM OF THE HOUSE OF BRUHO $20 It is said that, after death, the souls of Bruho shamans become an entity inside these mushrooms. Eating these mushrooms fills you with the power and wisdom of their masters. It causes a feeling of power, but this is just an illusion. Eating these gives you +1 to Strength and +10 to carry weight for 1d6 hours, after which time you suffer a -1 penalty to Strength and a -15 penalty to carry weight for 1d6 hours. WT: 0 RADWASTER $20 These are homebrewed blue pills, common in the postwar world. They produce a mild high while increasing the physical abilities of the user. Radwasters give -3 Perception, +1 Strength, and +2 Normal DT for 1 hour, after which the user suffers -2 Strength and -2 Normal DT for 1d3 hours. Radwasters are 30% addictive. WT: 0 PACK OF MARKED CARDS $30 These cards have been suspiciously marked, giving their user a distinct advantage in gambling card games. Whoever uses these will gain +20% to Gambling and +5 to Luck for the purposes of playing card games, although anyone else involved in the game is entitled to a Gambling roll to detect the cheater. HOCKEY STICK $2500 Your typical prewar hockey stick; will do as a hacking weapon in a pinch, though certainly not all it’s cracked up to be. DMG: 1d8+2+MD (normal) RN: 1 AP: 4 (swing) ST: 4 WT: 3 HOLODISK READER $100 The Holodisk Reader is a basic device which can decrypt THT Holodisks. It can also be used to write Holodisks, should the need arise. Sturdy and compact (only the size of a PIPBoy), the Holodisk Reader is an affordable solution for everyone. WT: 1 BEAR TRAP $200 A rusty, prewar bear trap. While bears are pretty hard to find these days, the bear trap has also proven to be quite effective against human targets. The bear trap functions as a land mine for terms of concealing and detecting it. When activated, the bear trap does 1d12+18 damage (directly to the legs) and anchors its target to the spot unless it can make an Agility roll. WT: 5 ALCOHOL STILL $250 A whiskey or beer still. Players can brew drinks if ingredients are present (barley, hops, water, etc.). Roll Science to brew 4d6 drinks of the chosen type. A success yields all of these drinks, while a failure means that the drinks have been botched. On a critical failure, the drinks are all poisonous and will give the drinker poison effects equivalent to those of poison level A. WT: 25 FUSION BATTERY $2000 A sophisticated power storage device, compatible with many pre-war artifacts. A primitive version of the now-common Small Energy Cells and Micro Fusion Cells, now out of production. WT: 1 RIPPER MKII $2500 This is an advanced version of the tried and true Ripper vibrating knife. The Ripper MKII offers even more power – effectively, it is a miniature chainsaw. Easy to wield, the Ripper MKII is certainly very stylish for those into hand-to-hand combat. The Ripper MKII holds 25 Small Energy Cells. DMG: 2d8+22+MD (normal) RN: 1 AP: 4 (swing) ST: 4 WT: 4 BARRETT M88 $7000 An enormous weapon, originally designed as a high-powered sniper’s weapon for the US Army in 2044 off of the antiquated design of the previously popular .50 caliber Barrett M82. The M88 is unsurpassed in sniping power and overall damage. The Barrett M88’s magazine holds a total of 12 rounds of .50 caliber ammunition. DMG: +36 (normal) RN: 80 AP: 6 (single) ST: 7 WT: 35 YIMTZE S38 POWERED SUIT $12000 The Yimtze S38 Powered Suit, issued to all Chinese soldiers, is an inexpensive alternative to the T51b powered armor used by the United States Army. The Yimtze powered suit contains a primitive motivator and uses heavier, less effective materials than the American version, however. As well, Tesla coils are not present in this version, leaving the wearer susceptible to the many forms of plasma and laser attack used in the war. The armor provides the user with +2 Strength, 40% Radiation Resistance, and a 40/40 Gas Resistance. The user also suffers a 50% penalty to Sneak and a 10% penalty to all technical, medical, and thief skills while in the armor. Normal: 26 Laser: 17 Fire: 24 Plasma: 16 Explode: 25 WT: 65 YIMTZE T51-S POWERED ARMOR $17500 The Yimtze T51-S Powered Armor is a stolen version of the American T51b Power Armor which was in use before the war. It is slightly modified, using technology from the older Yimtze S38 Powered Suit. Unfortunately for the Chinese Army, the armor came into use only a few months before the war’s end and is quite rare. The armor provides the user with +3 Strength, 60% Radiation Resistance, and a 60/80 Gas Resistance. The user also suffers a 50% penalty to Sneak and a 10% penalty to all technical, medical, and thief skills while in the armor. Normal: 35 Laser: 48 Fire: 34 Plasma: 32 Explode: 40 WT: 55 ======== VEHICLES ======== RAILWAY PUSHCAR This is an antiquated railway car which can be operated using only human exertion. Of course, its pathway is limited to the railway tracks it is currently sitting on. Its acceleration rate and top speed are based on the Strength and Endurance of its users. Up to two people can operate it at a time; if so, add their ST and EN together for purposes of determining the figures below. TS: ST+EN km/h AR: STx2 BR: 25 TR: - DR: NA NP: 5 CW: 500 kg AC: 0% HP - S 20, E 0, C 0, D 0, T 5 (x2) DT - N 2, L 0, F 1, P 0, E 2. RAIDER BUGGY $1000 This is a crudely constructed vehicle made by raiders from entirely salvaged parts. The buggy is prone to fire, explosions, and sudden stops; any chances for critical failures on Pilot rolls are tripled while driving this haphazard vehicle. The raider buggy holds 1 charge of fuel. Pilot rolls made with the vehicle also suffer a 15% penalty because it is so damn rickety and constantly falling apart. TS: 80 km/h AR: 20 BR: 30 TR: 6 m DR: 25 km NP: 2 CW: 250 kg AC: 9% HP - S 40, E 30, C 15, D 15, T 5 (x4) DT - N 0, L 0, F 0, P 0, E 0. FISHING BOAT $3000 A crudely constructed fishing boat made out of scrap metal and other junk. It has a thick metal hull and operates on a primitive motor which holds a total of 50 charges of fuel. The fishing boat is 7 meters long and 3 meters thick at the widest part. TS: 25 km/h AR: 1 BR: 5 TR: 25 m DR: 125 km NP: 8 CW: 1200 kg AC: 1% HP - S 40, E 30, C 15, D 15, T 5 (x4) DT - N 7, L 1, F 4, P 0, E 5. TAXI CAB $3500 This is your basic prewar orange-and-black taxi cab, used in all sorts of delivery operations. The taxi cab is generally an unremarkable car, but there are too many of them in the wastes to really not mention it. Most taxis are not equipped with weapons. The taxi cab holds 30 charges of fuel. TS: 140 km/h AR: 50 BR: 40 TR: 5 m DR: 200 km NP: 5 CW: 800 kg AC: 14% HP - S 100, E 50, C 30, D 20, T 10 (x4) DR/DT - N 2, L 0, F 0, P 0, E 1.